Codex Marine chapter army list, please comment on how to improve

1 tactical squad with 10 marines, sergeant equiped with terminator honours, bolt pistol and powerfist, one marine equipped with a meltagun. The squad is mounted in a rhino which is equipped with extra armour and smoke launchers.

248 points

2 tactical squads same setup except for having plasmaguns instead of meltaguns

2x248 points

Fast Attack

Assualt Squad of 10 marines sergeant equiped the same as the tactical sergeants. Two marines are equipped with plasma pistols.

260 points

Heavy Support

1 devastator squad of 8 marines four with lascannons.

260 points

1 Whirlwind

85 points

Total 1490 points

Edit: Sorry I forgot to put the points value in the title and don't think I can edit it.

That devastator squad is a HIGH priority target in anyones books, be careful about enemy infiltrators and indirect fire. Other than that all the enemy can do is avoid the firing lanes for this unit.

I don't know, more marines with rhinos are better at rushing your opponent and engaging in CC than say a razorback squad, however, if you were to go to 2000 pts a razorback or 2 with TL lascannons and a squad with lascannon and plasma would be heavy support goodness.

Good luck, looks good

...and you will know my name is the lord, when I strike down my vengence upon thee...

Take those points and get 2 LST's. One in each of your fast attack slots.

Now your list is a little different but all in all is more effective.

The dro ppodding squads drop behind armor safely with pods and pop them with melta guns. They thenrun around the board firing the melta gun and charging anything they can to get that pfist swinging.

The rhino squads are now mobile fire support. The plasma gun and 1 bolter can be fired from the top hatch along with the rhinos storm bolter. The point of the squad however is to drive up, disembark and rapid fire your oponent to smitherines.

The LST's provide cover fire and are your jack of all trades unit. It will be left to you whether they should deepstrike (wich is occasionally useful) or start on the table.

Done that way, I cant think of a more well balanced, cost effective force.

Well aside from adding the traights: Cleanse and purify and take the fight to them. those will increase the effectiveness of your tactical squads 10 fold.

it's already a very good list. i don't think that u need an extra fist. See, ur Dev squad is almost NEVER gonna see CC, so a fist there is moot. As for the Rhino squad, the whole idea of this squad is to rapid-fire in support of the Assault squad, eg. rapid-firing the unit they're about to charge, soften it up a bit. So it's probably not gonna need a fist. Leave the CC to the Assault marines and the tac marines in the pods if u give them bp+CCW w/Take the Fight to Them.
The one thing i'd like to point out is that the Dev squad acting as a firebase alone is a teeny bit risky. If your opp realizes that there are no shooty tac squads around the expensive Dev squad to act as meat shields and starts pouring the fire on, then 4 bodies are not gonna be enough...and there goes most of ur long-range firepower.

it's already a very good list. i don't think that u need an extra fist. See, ur Dev squad is almost NEVER gonna see CC, so a fist there is moot. As for the Rhino squad, the whole idea of this squad is to rapid-fire in support of the Assault squad, eg. rapid-firing the unit they're about to charge, soften it up a bit. So it's probably not gonna need a fist. Leave the CC to the Assault marines and the tac marines in the pods if u give them bp+CCW w/Take the Fight to Them.
The one thing i'd like to point out is that the Dev squad acting as a firebase alone is a teeny bit risky. If your opp realizes that there are no shooty tac squads around the expensive Dev squad to act as meat shields and starts pouring the fire on, then 4 bodies are not gonna be enough...and there goes most of ur long-range firepower.

He wasnt talking about a fist in the dev squad, and the dev squad costs 260 points, wich means it has 8 men it it. Pay attention.

The listy looks great s it is now. I wouldnt change a think before playtesting it 3 or 4 times.

Get a sgt, give him a powerfist, add 2 more, swap the plasma for melta.

Meltas are far more effective when podded.

Whirlwind

85 points

Unless you playing lots of orcs and nids (and even then) I dont think this is needed. However, its handy against eldar, which gives a lot of players problems.

Now, your list has picked up a lot of anti tank - 3 melta guns dropping behind enemy lines, is serious anti tank power. So, id recommend downgrading the lascannons to MLs. You can kill just about the same stuff, youll sacrofice firepower against 2+ enemies, but those are rare, and your melta guns/powerfists sgt will quickly near there points against termintors or units like them.

Anyway, nice list.

Tactically, keep your assault squad and LST out of harms way untill you get a drop pod in, keep them withen striking range, but not in firing lines.

This way, (hopefully youll get 2 squads of marines in on turn 2) you an launch changes on a squad with your Assault squad, while the LSTs thin enemy troop strenth, then your infantry can decide to either pop a tank, or rapid fire into the enemy.